reading material from the module; pixaxes use it

But "dynamic item" created from the pickaxe class is not right
This commit is contained in:
minjaesong
2019-03-10 23:38:11 +09:00
parent 2570b13ad4
commit 80c29f871c
15 changed files with 249 additions and 135 deletions

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@@ -119,7 +119,7 @@
#
# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
#
# str: strength
# str: strength. Only useful for pickaxes
#
# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
#
1 id drop name shdr shdg shdb shduv str dsty mate solid plat wall fall dlfn fv fr lumr lumg lumb lumuv colour vscs
119 #
120 # str: strength # str: strength. Only useful for pickaxes
121 #
122 # dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
123 #
124 # dlfn: dynamic luminosity function.
125 # 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,

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@@ -1,3 +1,5 @@
"id";"classname"
"8448";"net.torvald.terrarum.modulebasegame.items.PickaxeGeneric"
"8449";"net.torvald.terrarum.modulebasegame.items.WirePieceSignalWire"
"8448";"net.torvald.terrarum.modulebasegame.items.PickaxeCopper"
"8449";"net.torvald.terrarum.modulebasegame.items.PickaxeIron"
"8450";"net.torvald.terrarum.modulebasegame.items.PickaxeSteel"
"8466";"net.torvald.terrarum.modulebasegame.items.WirePieceSignalWire"
1 id classname
2 8448 net.torvald.terrarum.modulebasegame.items.PickaxeGeneric net.torvald.terrarum.modulebasegame.items.PickaxeCopper
3 8449 net.torvald.terrarum.modulebasegame.items.WirePieceSignalWire net.torvald.terrarum.modulebasegame.items.PickaxeIron
4 8450 net.torvald.terrarum.modulebasegame.items.PickaxeSteel
5 8466 net.torvald.terrarum.modulebasegame.items.WirePieceSignalWire

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@@ -1,19 +1,35 @@
"idst";"dsty";"forcemod";"endurance";"comments"
"ROCK";"2400"; "1"; "0.42";
"CUPR";"1000"; "2"; "1.00";"copper"
"EGLS";"2500"; "4"; "0.82";"elven glass"
"IRON";"1000"; "5"; "1.42";
"ARGN";"1000"; "9"; "0.91";"argentum/silver"
"STAL";"1000"; "14"; "1.73";"steel"
"EAUR";"1000"; "21"; "1.36";"elven aurichalcum"
"TIAL";"1000"; "33"; "2.16";"titanium alloy (Ti6Al4V)"
"ADMT";"1000"; "71"; "3.42";"adamant"
"idst";"tens";"impf";"dsty";"fmod";"endurance";"tcond";"comments"
"ROCK"; "15"; "210";"3000"; "1"; "0.42"; "10";
"CUPR"; "210"; "770";"8960"; "2"; "1.00"; "401";"copper"
"EGLS"; "33";"1000";"2325"; "4"; "0.82"; "10";"elven glass/moldavite"
"IRON"; "350";"1085";"7874"; "5"; "1.42"; "10";
"ARGN"; "170"; "595";"10490"; "9"; "0.91"; "10";"argentum/silver"
"STAL"; "531";"2520";"7874"; "14"; "1.73"; "10";"steel"
"EAUR"; "768"; "0";"8192"; "21"; "1.36"; "10";"elven aurichalcum"
"TIAL"; "900"; "0";"4420"; "33"; "2.16"; "10";"titanium alloy (Ti6Al4V)"
"ADMT";"2000";"4090";"2700"; "71"; "3.42"; "10";"adamant"
# idst: ID_STRING
"OOZE"; "0";"genetic ooze"
# forcemod: related to attack points
# idst: ID_STRING, ALL CAPS
# tens: tensile strength (= ultimate stringth)
ultimate stringth is technically a tensile strength, but I'm using it anyway because it's easiest to get the value from
that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
# impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
# dsty: density (grams per litre)
# fmod: forcemod -- related to attack points
# Attack points = `4 * forcemod.sqrt()` for each strike
# endurance: multiplier, using copper as reference; determines durability of tools/weapons/armours/etc.
the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
# tcond: thermal conductivity
# Comments: do nothing; do not parse
## These values are being used by the phys simulator (blocks) and for attack power calculation (items)
1 idst tens impf dsty forcemod fmod endurance tcond comments
2 ROCK 15 210 2400 3000 1 0.42 10
3 CUPR 210 770 1000 8960 2 1.00 401 copper
4 EGLS 33 1000 2500 2325 4 0.82 10 elven glass elven glass/moldavite
5 IRON 350 1085 1000 7874 5 1.42 10
6 ARGN 170 595 1000 10490 9 0.91 10 argentum/silver
7 STAL 531 2520 1000 7874 14 1.73 10 steel
8 EAUR 768 0 1000 8192 21 1.36 10 elven aurichalcum
9 TIAL 900 0 1000 4420 33 2.16 10 titanium alloy (Ti6Al4V)
10 ADMT 2000 4090 1000 2700 71 3.42 10 adamant
11 # idst: ID_STRING OOZE 0 genetic ooze
12 # forcemod: related to attack points # idst: ID_STRING, ALL CAPS
13 # Attack points = `4 * forcemod.sqrt()` for each strike # tens: tensile strength (= ultimate stringth)
14 # endurance: multiplier, using copper as reference ultimate stringth is technically a tensile strength, but I'm using it anyway because it's easiest to get the value from
15 that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
16 # impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
17 # dsty: density (grams per litre)
18 # fmod: forcemod -- related to attack points
19 # Attack points = `4 * forcemod.sqrt()` for each strike
20 # endurance: multiplier, using copper as reference determines durability of tools/weapons/armours/etc.
21 the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
22 # tcond: thermal conductivity
23 # Comments: do nothing do not parse
24 ## These values are being used by the phys simulator (blocks) and for attack power calculation (items)
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